The design of product Kibi will help users better control their car by giving them quick access information, quick access controls, and an intuitive interface. This will allow for greater efficiency in controlling specific aspects of their car and will improve the user's satisfaction ratings and lead to more users choosing our application over others.
In addition to these features, the universal design of Kibi will attract the attention of users that dislike their current car manufacturer applications.
A universal car remote smartwatch app that provides users quick access to their car information, car controls, and all with an intuitive interface.
Kibi's quick access controls and intuitive interface can increase user satisfaction and market share. Its universal design may also attract new users who dislike their current car manufacturer app.
The main goal of this project to create a secure and equitable trading platform that caters to two types of user/persona, while offering a diverse selection of vibrant artists. The application will enable users to personalize their discover page, based on their individual preferences.
A complete new perspective in developing the user interface.
Conducting usability session only for smartwatch users.
Provide intuitive feature, quick access and an intuitive interface for smartwatch users.
For the purpose of our application, the whole creating process was driven by Goal-Directed Design (GDD), a design process created by Alan Cooper. GDD is a design process focused on understanding the user’s behaviors, goals, needs and motivations. When creating TAP, we followed the GDD method by the following five phases of the process: Research, Modeling, Requirements, Framework and Refinement.
After our research period, our team transitioned to modeling who our users were to help give us more specific goals for the different types of users we'd have in our app. This helped us in the requirements phase as this gave us more accurate needs of our userbase. Lastly, we designed our first prototype and then tested it with our fellow classmates to help refine the design.
The first phase of GDD begins with the research phase. This phase is important to the GDD because during the research phase it is about information gathering on field competitors, stakeholder’s needs and the potential user’s behaviors and goals. This is where we also established primary objectives of our application.
The Research phase is a critical foundation of Goal-Directed Design in developing the smartwatch app as it provides our team important data and reasoning behind our design decisions. We continuously return to our data findings as consist qualitative data about who our potential users are for the product domain. The research phase is broken down to by the following deliverables: the Kick-off meeting, Literature Review, Competitive Audit, and User Interviews. Each of these process helps our team move forward in developing Kibi and visualize how it would function to meet the user's needs and goals.
To begin with our research, we conducted a kick-off meeting designed to get the team to set up the foundation of the project goals and purposes.
A kickoff meeting is one of the first meetings as a design team would have with stakeholders. This meeting is where we, as a team can set up general concept and project goals with stakeholders. During this phase, the designers have opportunities to ask stakeholders initial key questions and expectations they may have on the project.
Since this project was being completed within an Interaction Design I class, we did not have actual stakeholders that would in most cases be present in a traditional kick-off meeting setting to discuss the primary goals of a project. Therefore, we constructed our own problem statement and assumption statement about our potential users.
It's important to to get a baseline understanding of the potential user. We discussed on the method that best suits the research objectives, target audience, and available resources.
Since the smartwatch interface is going to be small, the whole layout should have simple and minimalistic interface.
Some quick access provided in the application interface.
The user mostly are using the smartwatch to remote control their electric car.
After the kick-off meeting, our team started researching about the domain as well as user behaviors and attitudes toward our application. Our main goal during this phase was to get as much information as we could about the motivations and frustrations when sharing and hunting artwork online. This phase is essential because it is important to obtain any prior knowledge on the domain of our application, competitors in the fields, and our users’ behaviors/goals, the literature review gives the latest information in the field by mapping the progress of knowledge.
Our team gathered statistics on the status of the car remote market, smartwatch devices and their functionality, and existing applications by leading manufactures in he car industry as our application will be universal and compatible with any brand of car.
We found few articles that correlate with the application and its goals. One document we analyzed was a statistical table on the brands dominating the smartwatch market and it influenced our choice in designing the initial app for Apple and IOS smartwatches. Another article featured information on competitors and from this we were able to determine that our app will be compatible with various cars manufactured around 2015 and later.
The competitive audit is used to compare existing versions, prototypes, or competitors of a product. This section of GDD will allow our team to understand what makes other social media platforms different from others by examining the features they offer and the capabilities they have. This involved comparing our top competitors to determine gaps in the market that our product could address. By analyzing these applications, we found how our application could stand out in the market.
We focused our competitive audit on three major competitors: Viper SmartStart, OnStar Remote Link, and MoboKey. While the Viper smartwatch has unique features such as providing car status, parking location, among other features, its major downfall requires a separate device in order to connect to a car. In addition, it requires a subscription in order to utilize the car control. While OnStar provides personalization and a point reward system, its major fallback is the lack of a universal application and a required plan with the temperature control feature. Lastly, MoboKey is a smartphone app that allow users to control multiple cars, provide parking location, and share key option. However, the smartphone app does not come with a smartwatch that can be controlled from your smartwatch.
After research about the domain and product but before user research, a design team must meet with stakeholders again to reaffirm their business goals. Some information to gather in a stakeholder interview that they could not discuss in the kickoff meeting would be product vision, budget, schedule, technical restraints, business goals, and the perception of users.
Since this project is a university class project, we did not have any real stakeholders to interview. Instead, we imagined what a stakeholder might have discussed with our team about the application. They would reaffirm that they want to make an application that is easy to use and can connect many people together. However, they would also be concerned with how to reach the application’s domain and how to earn revenue from the services provided by the application.
We conducted user interviews and mapped out our research into affinity maps to identify patterns and key details about our participants' behaviors and goals.
Make it easy for beginners, but also efficient for experienced smartwatch users.
Efficient for experienced smartwatch users
Needs of both groups and used this information to formulate our personas in the Modeling phase of GDD.
The final step of GDD’s research stage concludes with conducting user interviews. To begin our user research and learn what goals, behaviors, and attitudes real life users had our team conducted user interview sessions. The first step of this process was to create a heavy focus on the persona hypothesis, information from previous literature reviews along with our competitive audit.
We conducted five user interviews that are all held through a virtual meeting to prevent the spread of the COVID-19 pandemic. We then synthesized our notes on Miro to create affinity maps for each interviewee based on the common topics, ideas or features that was constantly mentioned in our interviews.
Affinity maps serve as a visual representation of user problems and needs. By layering and grouping the data collected during each interview, this will be come the basis for subsequent for the team to define the user needs.
The modeling phase is often based on the analysis of target behaviors and workflow patterns found in fieldwork and interview results and synthesized in a user model. This mainly includes observation and situational interviews to obtain qualitative data on the potential users of the product.
Once we have identified all the common behaviors and patterns, we began to look for the most common characteristics among the six interviewees. After identifying them, we are ready to start the requirements phase where we identify the main feature to incorporate into our prototype based on the data we collected from usability testing.
A persona is a descriptive model that is based on the goals and behaviors of real users. The purpose of creating a persona is to minimize subjective assumptions and understand what users really need so that we know how to better serve different types of users.
Based on the research results and the affinity mapping, we ended up with two types of personas.
The requirement phase is essential within the GDD process because this phase is where we find out the connections of our developed primary persona. Skye, between the design’s frameworks. How it would help our persona achieve her goals, behaviors, and needs.
To identify the potential steps from our persona would take to reach their goals, we constructed context scenarios that help achieve the goals, behaviors, and needs of our developed personas, when potentially using the application.
The main focus of context scenarios is generating a story based on the persona’s interaction with the application, to address how the application fits into her daily routine and how it helps to meet her goals.
Based from the context scenarios, we also created a list of requirements that helps to allow the user to successfully meet their goals.
Quick Access Controls screen
Fast access to music player
Car location sharing
Simple and intuitive interface
Swipe feature as opposed to back buttons
Personalized car visual in menu
In this phase, we transitioned user goals and requirements into visualization. Our goal during the framework phase was to create a low-fidelity wireframe that follows the key path scenarios and focuses on flows and the placement of the elements. Low fidelity wireframes are meant to be quick; it gives a possible layout idea of how the application would look and function. This task was completed using wireframing tools and elements that are provided on Miro.
In the the Frameworks stage, we created the wireframes and low-fidelity prototype based on requirements identified in previous phase of GDD to create the wireframe after all the requirement lists are identified. Using the requirement lists, we created the low-fidelity wireframe and low-fidelity prototype in Figma. A low-fidelity helps our team to visualize what our app would look as well as test our concepts and design ideas.
Once we completed our low-fidelity wireframes on Miro, we continued using the same key path and validation scenarios while constructing a refinable prototype on Figma.
During the presentable stage of designing, we conducted two usability testing interviews with previous interviewees. In the testing sessions, we gave the interviewees simple tasks and monitored them navigating through the application to see if they were able to complete the tasks smoothly.
After conducting the usability testing sessions, we further collected additional data from our interviewees on their thought process and attitudes about the smartwatch overall design. Through this, we were able to walk away with insightful information on the functionality of the smartwatch app which helps our team to develop better solutions in order to meet the user's goals.
Our interviewees found the overall experience intuitive.
The interviewees found the swipe system difficult to identify unless told.
Users expressed desire for a car visual, showing their car above the quick access menu.
They also found the icons easy to understand and are easy to see.
Stay consistent with the design: the white color on the Alerts section in comparison to the quick access.
Valet Mode only makes sense to those who know what valeting is.
The interviewees like the features available in the Quick Access section.
One of the interviewee expressed confusion on the lock icon.
Generally, swiping was preferred to pressing back buttons.
After completing our prototype, we then tested it against two of our fellow classmates as the pandemic limited us to such testing. By testing with our classmates we learned that we needed to add our logo throughout the application, include more information on profiles, and make the photos larger on profiles.
Since we have worked mostly with mobile application interfaces and none of us had designed for a smartwatch before; therefore this was an especially challenging design to tackle. We are proud of how the final product turned out but unfortunately due to time constraints some of the requirements we had listed before were unable to be added to the prototype.
I am proud of the work my team and I accomplished over the course of two-three months. Having no little-to-no prior experience with designing a smartwatch application, I believe we were successful in what we set out to do.
After completing our project, I've already noticed things I'd like to change. For instance, rather than only dark mode provided to the user, I think it would be better if the user have the option to change their whole layout. I think that would boost the overall flow significantly. Putting the Goal-Directed Design process to practice gave me confidence in my desire to be a UI/UX Designer. I'm now sure that this is where I want to be; this is what I'm passionate about.